vsVector2D vsVector2D::NormalisedSafe() { if ( SqLength() > 0.f ) return Normalised(); return *this; }
void vsVector3D::NormaliseSafe() { if ( SqLength() > 0.f ) { Normalise(); } }
float3& float3::ANormalize() { float invL = fastmath::isqrt(SqLength()); if (invL != 0.f) { x *= invL; y *= invL; z *= invL; } return *this; }
float Length( POINT p1, POINT p2 ) { return sqrt(SqLength(p1,p2)); }